The brief was to create an exciting, challenging and stimulating learning game based on the day to day operations of the London's Air Ambulance team. Its aim is to raise the aspirations of young people from disadvantaged backgrounds to pursue STEM subjects and careers.
I developed a concept where the player assumes the roles of three characters from the London's Air Ambulance service: Co-Ordinating Paramedic, Pilot and Senior Doctor. The player then has to solve a set of problems associated with each character’s profession.
I worked with The London's Air Ambulance team and Centre of The Cell to ensure that the game’s interactions reflected learning objectives for key stage 3 and were an accurate reflection of the three professions featured in the app.
Centre of The Cell conducted testing in 30 schools. I used their feedback to refine designs, interaction types and user flow.
I also designed the Helimed logo.
The Pain Management Plan and The pain Toolkit enable patients suffering from permanent chronic pain to document and manage their conditions. Each focuses on a different aspect of the process to become an effective self-manager of persistent pain to improve the users quality of life. The apps also allows patients to assess their conditions and send this information to their GP.
I worked up the the architecture and user flows, moving on to a series of clear and understandable screen designs. As part of my work on the look and feel I commissioned and art directed a live scriber David Vignolli and to create a series of animated introductions for each of the 12 tools in the Pain Toolkit and illustrator Mike Byson for The Pain Management Plan
The apps are currently being trailed by Leeds West Clinical Commissioning Group
The brief from the publishers Eaglemoss was to create a a companion app for a part work magazine series based on the TV show My Little Pony Friendship Is Magic.
It became apparent early on that this would be a great opportunity to use augmented reality. To explore the potential of the technology I built a series of cardboard machetes which we used to investigate interaction concepts. We devised a mechanic using a set of visual clues in the magazine to trigger a series AR animations that communicate to the user that they had unlocked content and activities in the app.
Mind Candy took the classic match three mechanic and mixed it with their flagship product to create Moshling Rescue. The creative brief was to retain the IP’s core identity whilst reworking it so that it would appeal to an older audience of freemium gamers. Working closely with the game designer I created the games highly rendered gummy pieces, progress maps and meta map.
The game was globally featured on the front pages of both Apple and Goggle’s app stores and has received thousands of five star reviews from contented fans.
BAFTA award winner in the Best Original Interactive category 2013, Moshi Monsters is one of the fastest growing children’s franchises of all time. Whilst working at Mind Candy the number of registered users for the game grew from 1 million to over 80 million.
I was responsible for the design of the HTML support websites that framed the incredibly successful flash game, including the user registration flow, homepage, blog and forum. I created the key art for Moshi Monsters Music. A core part of the Moshi Monsters experience are the highly collectable moshlings, I helped develop this sub brand by creating the moshlings logo, website and ui designs for the mobile app Moshi Monsters Moshlings. I also co-wrote the Moshi Monsters brand guidelines.
Whilst we didn’t actually win the pitch I thought it would be good to put this work in my portfolio because it was so much fun to work on and I learnt a lot about game design.
Salvage Hunters, the flagship show from Quest TV follows Drew in his travels around the country to turn old junk into valuable pieces that he can sell at his antiques warehouse. We were asked to come up with a concept for a casual game based on the show.
After an initial app canvas / ideation session, I worked on the premiss of a core game loop of based on two of the show’s main themes: rummaging and negotiating. I soon realised that adding a secondary loop where the player could choose to renovate items would add a level of richness to the the experience. Finally to extend the game’s longevity I added tertiary or meta loop, where the player can combine the objects they have collected.
As part of the pitch I also mocked up the ui screens and oversaw the production of an animated demo. We were shortlisted down to the last two agencies but unfortunately didn’t land the job.
In 2010 Nickelodeon moved to a one brand strategy, this was a way of consolidating the company’s identity which had become fractured due to the amount of mini brands that had been generated with diverse visual identities. Whilst I worked at Nickleodeon it was my responsibility to oversee the relaunch of www.nick.co.uk. working closely with the Art Director and Product Manager to ensure that the site delivered a clear user experience that adhered to the new one brand aesthetic.
It was also amazing fun to be able work with so many brilliant children’s brands!
I also worked on iOS concepts, created third party microsite, supplied banners, MPUs and other promotional materials for Nickelodeon and it’s partners.
Merlin Entertainment approached me to develop a quiz to be installed as a touchscreen kiosk in Madame Tussauds London. The environment in which the quiz sits is fast paced so the app needed to be quick to play and simple to understand. The player has to guess the identity of series of A list celebrities, whose faces have been obscured by gold stars.
The game has proved to be very popular and I have now supplied them with versions of the app designed to sit in their Hong Kong, Bangkok, Shanghai, Vienna and Sydney exhibits.